waterdeep dragon heist

(Jeff_L) #1

ROLLSKULL ALLEY IS FILLED WITH PEOPLE
who can shape the characters' day-to-day
lives in Waterdeep. The characters will
likely return to Trollskull Alley many times
during the adventure and get to know their
neighbors as time passes.
The locations described below are
keyed to the map ofTrollskull Alley (map 2.1, page 33).
Buildings not specifically identified on the map are row-
houses that serve as private residences for upper-mid-
dle class Waterdavians who can afford housekeepers.
groundskeepers, and nannies.


Tl. TROLLSKULL MANOR


See appendix C for a handout showing the floor plan of
this building. Give a copy of this handout to your players
as their characters begin to explore Trollskull Manor.
Four stories tall and boasting balconies, a turret, and
five chimneys, the abandoned building is one of the
grandest in Trollskull Alley. Characters can refurnish,
rebuild, rename, and otherwise personalize their new
stronghold to their hearts' contenl.


TAVERN ROOMS
When the charac ters first arrive, the tavern's taproom is
filled with broken furniture, tarnished silverware. casks
of wine that have turned to vinegar. and worthless detri-
tus. The tavern's other rooms are all empty, except for
cobwebs, dust, and harmless rats.

SPIRIT ON TAP
The former tavern is haunted by the poltergeist (spec-
ter) of the tavern's previous barkeeper, a half-elf named
Lif. Maintaining the tavern was his life's work. and he
couldn't abandon the place in death.
The poltergeist understands Common and Elvish, but
it can't speak. ll invisibly causes mischief at the expense
of the new owners by smashing plates, breaking beer
barrels, and so forth. If the characters don't take the
hint, it writes not-so-subtle warnings (such as "Closing
time!" and "Last call!") on dusty floors and grimy win-
dows. To truly claim the tavern as their own, the charac-
ters must either appease the poltergeist or destroy it.
Appeasing Lif. If the characters work to repair and
renovate the tavern with the goal of opening it to the
public again, the poltergeist begins to accept them as
the new owners and gradually becomes quite accom-
modating: pulling out a chair when a character wants to
sit down, pouring a beer and delivering it to a character,
taking coats when folks come in from the rain, and so
forth. Once the business is up and running, Lif can also
perform other helpful functions, s uc h as locking doors,
sweeping floors, and so forth.
Destroy ing Lif. Li f's poltergeist is destroyed if its hit
points are reduced to 0. If attacked, it flees to the up-
permost level of the turret when reduced to half its hit
points. From there it fights to the bitter end.

CHAPTER 2 I TROLLSKULL ALU ' Y
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